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OriginaltitelSleepless Night
Studio--
GenreHorror


Links

  • Pr-Page: Link zur PR-Page des Spiels
  • Repository: Link zum Game-Repository
  • Projektplanung: Link zum Projektplan

Rollen und Aufgaben im Team

The Team behind Sleepless Night consists of 6 skilled individuals. Departments of the Team Members only signifies who will be in charge of this section, meaning primarily research, design choices and last quality control before shipping. The work in these sections will be split equally among the Sleepless Night Team Members.

  • Lisa Bayr

Lead Artist Room Design/Level Design In charge of designing the Room in which the game takes place, positioning the spawns of the monsters and the 3D modelling of the room assets.

  • Chuong Bui

Lead Artist Monster Design/Transformation Design In charge of the creation of the enemies and their transformation from normal objects into monsters, the 3D modelling and rigging of the creatures and the player character.

  • Lea Obermair

Lead Artist UI Design and Story writer In charge of the design of User Interface during gameplay, loading screens and title menu. Additionally in charge of writing story elements and narrative.

  • Stephanie Schattauer aka. Ki

Lead Sound Design/Music In charge of the theme and creation of sound effects, atmospheric sounds, and music.

  • Elisa Hackl

Lead Designer Gameplay In charge of creating and balancing the gameplay mechanics, playtesting and ensuring player “fun”.

  • Gerald Gruber

Lead Programmer and Project Management In charge of writing and implementing code, fixing bugs, managing team meetings and organisation of documentation.

Vision Statement

Sleepless Night is a survival/horror game, in which you take the role of a little girl lying awake in her bed and defend yourself against the terrors that lurk in the shadows with your rechargeable flashlight. The Player is stationary during the whole game and has to survive managing his/her flashlight charge until the timer runs out.

Spielemechaniken

Ca. 100 Wörter um die wichtigste(n) Mechanik(en) des Spiels zu beschreiben.

Level Design

Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textuelle Beschreibung.

Enemy Design

Description

  • Based on the game’s story and mechanic, the enemies (monsters/ ghosts) should be designed in the direction of a combination between psychological and biological horror.
  • The enemies will have enough mystery elements (through silhouette, movement, and surrounding objects) which will be combined with sound and level design to create unstable feelings and insecurity for the player and keep them in a state of alert during the game.
  • Monsters will also have a certain level of detail (body shapes, expressions, functions) to scare and surprise the player in a encounter. The design complexity increases in game’s phases and will be matched with the panic scale (discomfort, fear of losing control, fear of dying etc.).

References & Sketches

Story

The main character of Sleepless Night is a young girl, who is plagued by sleeplessness. At night, the objects in her dark room transform into monsters, which can only be stopped by directing her flashlight at them. But the battery of the flashlight is not endless, so from time to time you have to be brave enough to crawl under your blanket and manually recharge it. In Sleepless Night, the story is only a subtle feature instead of a significant component. Therefore, the player can go through the game without paying attention to the story, but also has the option to really reflect on the few snippets of storyline throughout the game, and take the gaming experience to a deeper level. The underlying story is being indicated through around three cutscenes with text, which do not explicitly give the player a clear idea of what it is all about, but rather encourage to interpret the story themself.

User Interface

For Sleepless Night, we decided to keep the UI during the gameplay as discreet as possible in order not to disrupt the horror experience and to allow the player to really immerse into the setting. The menu screen is kept rather simple for the same reason.

Asset Liste

Assets
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